Omar Dessouky: Okay. And it’s — do you think versus when you acquired Zynga, it’s going to be harder to get to that $100 million threshold, and will that affect kind of the number of new games that you guys will be potentially launching over the next year or two?
Strauss Zelnick: No, I don’t think the business has gotten easier or harder. I think it’s pretty much what we expected. As I said, hit ratios in mobile are low, we really good about what’s being developed.
Omar Dessouky: And just as — I have one quick follow-up here. So some experts have noticed that Google has begun sending rejection notices for ads exposures and formats that are not compliant with its new better ads experience policy. This poll this allows interruptive interstitial ads among other practices, and it was announced back in July. So are you starting to see the effects of this policy for Rollic hyper casual games on Android?
Strauss Zelnick: We are not. We’re largely compliant.
Omar Dessouky: Okay. That’s my question. Thank you.
Operator: Our next question is from Mario Lu with Barclays. Please proceed with your question.
Mario Lu: Great. Thanks for taking the question. The first one is on RCS this quarter in terms of the growth came in a bit below expectation. You mentioned that Zing was in line and the weakness was from console PC. Any franchise to highlight that kind of came in below expectations or any factors that led to this underperformance.
Lainie Goldstein: No, there’s nothing really to point out. It was really across several of our console and PC games.
Mario Lu: Okay. Got it. And then just a follow-up on NBA 2K. You mentioned that MyTeam’s players were up 50% year-on-year, which is a fairly large amount. So are there any kind of main drivers to highlight there? And were these gains partially offset by declines potentially in MyCAREER mode? Or was it mostly additive? Thanks.
Karl Slatoff: Yes. I wouldn’t say that it would necessarily offset by declines in MyCAREER mode. I think that the goal for NBA is to — and how we’ve been growing over the years and how our path to growth in the future is to get more players involved in more modes, so driving across all of the loans. Now we know that we’re not going to get everybody to play the game a 100% across every single mode, but that is certainly the goal, because the more engagement, the better ultimately the RCS performance is for those titles and also the more loyal the audience and it’s a much better path for us to grow. So our focus has really been on getting players across those modes, and we’ve had some great success, as you can see on — not just on MyCAREER, but across the — in MyTeam area, but across the board.
Mario Lu: Great. Thank you.
Operator: Our next question is from Eric Sheridan with Goldman Sachs. Please proceed with your question.
Eric Sheridan: Thank you for taking the questions. Maybe two, if I could. First, on the mobile front, obviously, we’ve lapped the launch of IDFA. And I wanted to get your perspective on whether you feel like, in terms of driving a mixture of user growth and in-game monetization and in-game engagement, whether you’ve successfully sort of realigned your marketing strategy in mobile to address a post-IDFA world or whether you’re still thinking it’s sort of a work in progress, so that once demand is back in the mobile landscape, you can sort of capitalize on it? That’d be number one. And number two, a competitor of yours talked about withdrawing or pulling back from the mobile shooter market earlier in the earnings season. I’d love to get your perspective on how you think about developing, implementing and sort of launching AAA titles either alongside traditional PC console titles in the mobile format?
Or how we should be thinking about even mobile-only formats of what historically have been AAA type quality titles? Thanks, so much.